Medium humanoid, neutral
- Armor Class
- 15 (natural armor)
- Hit Points
- 105 (14d8 + 42)
- Speed
- swim 30 ft., 30 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Cha +7, Dex +3, Int +3
- Skills
- Nature +6, Survival +4, Athletics +6
- Damage Resistances
- cold; fire
- Senses
- darkvision 60 ft., passive Perception 11
- Languages
- Common, Primordial
Traits
The triton can breathe air and water.
As a bonus action, the triton magically summons 1d4 water weirds. The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds act immediately after the triton on the same initiative count and fight until they're destroyed. They disappear if the triton dies.
Actions
The triton makes two attacks using Wave Touch and casts ray of frost.
Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d10) cold damage.
Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 13 (3d8) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn.
Reactions
When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 (2d8) cold damage.
Spellcasting
The triton's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: